Matchup Summary (Win Condition and Game Plan)
Zelda should not panic-swing into Zero Suit Samus’s Neutral Air, Back Air, Up Air, or Z Air. The match is steadier when Phantom and Din’s Fire force the movement first and the punish comes on the landing.
Zero Suit Samus’s Jab 1, Jab 2, Forward Tilt, Down Tilt, Dash Attack, Down Smash, and Side B are all punishable on shield by Up B (6f), with OOS Nair (9f), OOS Fair (9f), OOS Bair (9f), and Up Smash (9f) also reaching many of those grounded entries.
Her aerial pressure is much harder to punish directly, and forcing an early answer there often lets Flip Jump or drift reset the situation.
Zelda wins stocks by pushing Zero Suit Samus to ledge, keeping Phantom available to cover the layered recovery, and turning her light weight into a kill off one clean read.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Zelda OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 1 | -19 |
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| Jab 2 | 2 | -20 |
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| Jab 3 | 3 | -27 |
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| Forward Tilt | 6 | -15/-14 |
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| Up Tilt | 3/9 | -36/-29 |
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| Down Tilt | 8 | -13 |
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| Dash Attack | 7 | -36 |
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| Forward Smash | 13/26 | -30 |
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| Up Smash | 10/14/17/20/23/26/28 | -17 |
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| Down Smash | 20 | -15/-16 |
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| Neutral Air | 10 | -4 |
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| Forward Air | 6/13 | -7/-7 |
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| Back Air | 8 | -6/-5 |
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| Up Air | 6 | -2 |
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| Down Air | 14 | -17 |
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| Z Air | 9 | -2 |
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| Neutral B | 21—43 | -20 to -18 |
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| Side B | 22/24/26/28/31 | -15 |
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| Up B | 6… | — | ||
| Down B | — | ** | ||
| Grab | 15 | — | ||
| Dash Grab | 17 | — | ||
| Pivot Grab | 18 | — |
Win Condition Checklist
- Zelda should use Phantom and Din’s Fire to rush Zero Suit Samus’s run-ins and short hops, then cover the landing with Up Tilt, Up Smash, or Back Air instead of chasing her first burst directly.
- After Zelda blocks Zero Suit Samus’s Jab 1, Jab 2, Forward Tilt, Down Tilt, Dash Attack, Down Smash, or Side B, use Up B (6f) first when available, then the reachable OOS Nair (9f), OOS Fair (9f), OOS Bair (9f), or Up Smash (9f).
- When Zelda blocks Neutral Air, Back Air, Up Air, or Z Air, do not force an immediate swing; track the Flip Jump route, landing drift, or retreat to ledge and hit the second action.
- Once Zero Suit Samus is offstage, Zelda should keep Phantom in reserve, watch whether the return is high, horizontal, or Flip Jump-based, and finish with Back Air or Up B only after the route is committed.
Actions to Avoid
- Throwing out Zelda’s Fair or Bair on reaction into Zero Suit Samus’s Neutral Air or Z Air layer and getting clipped by the drift and whiff punish.
- Blocking a grounded entry from Zero Suit Samus and still giving the turn back without using Up B (6f) or the available OOS punish window.
- Overcommitting to long Phantom charge in mid-range and letting Zero Suit Samus break the setup before it becomes active.
- Swinging too early offstage with Up B or Back Air and missing into Flip Jump or the high recovery route.